Ok for those that care (Most, likely don't), here is my suggestion to fix the guard break system.
First off, the biggest problem with guard break is that it is so easy to initiate. Just press square or whatever the equivalent is and the move initiates. While that's fine in theory, it has obviously sparked more than a little controversy on the forums. Now, think of every single sword fight you've ever seen in any show, movie, or even real life; At any point in those fights did one fighter suddenly just reach their arm around their opponents razer sharp sword and give them a shove? No? Didn't think so.
So here's my suggestion; A guard break can only be initiated after a blocked attack. Not a parried attack. Not a dodged attack. A blocked attack.
Here's the scenario as an Attacker; You throw a light or heavy attack,instead of parrying or dodging your attack your opponent simply blocks (which is the weakest form of defense anyway), as soon as your weapon impacts theirs you hit square and you throw their weapon to the side, allowing you to follow up with another attack.
Here's the scenario as the Defender; Your opponent has initiated an attack, light or heavy doesn't matter, you have three options (Instead of the paltry one that you have currently), dodge their attack, parry their attack, or simply block their attack. Dodging allows you to create distance with your opponent and recover or attack, parrying also allows for an immediate follow up, basically a skill based punish. Simply blocking, while easy and fairly effective can allow a quick or skilled player to punish you for it.
This would eliminate the spamming of guard break since there would be an inherent danger to it equal to the potential reward while allowing the defender two ways of countering it which require some skill and one that doesn't but leaves you open to punishment.
Not to mention the dramatic (and somewhat more realistic) appeal of swords clashing, with one triumphing over the other through skill rather than the ability to simply press a button marginally faster.
What kind of thoughts are there about this?
EDIT:
Also, perhaps instead of light attacks being able to lead into a guard break, only heavy attacks would be able to. They have more momentum and would make much more sense that they could potentially throw your opponents weapon to the side while light attacks are meant to be an easy and low risk attack. It would also prevent people from spamming light attacks into guard break or people spamming the dodge button.
Personally I think this would make the game more about tactical foresight and trying to be two steps ahead of your opponent in terms of planning rather than just who is faster at pressing the same combination of buttons over and over again until you win. It would also give slower characters a helping hand by being able to more effectively counter fast characters.
I really like the way you want to change the guard break system to. It would be so much better. I play as orochi and hate seeing other orochis use the repetitive guard break light attack, but not only orochi uses this. The system is broken and needs to be fixed. at least the tracking so If someone dodges a guard break the enemy doesn't just float across the ground after you, the tracking in this game is unbelievably broken.
Your idea is based on the good principle of guard break being used to break up defence. It is a great suggestion, but with the current system it would just give a new annoying attack pattern. But the concept is great. Lets say you can only guard break after a blocked heavy attack. Then I would like to see the next heavy attack only being parryable. Please check out the threat where we discuss blocking in general, the very core of the game. Your idea would fit perfectly to give more options. You have to read the first post to understand the following 😄
Using your idea, after a blocked heavy attack (as the attacker), you can initiate a GB - it would have a short window of opportunity too, to balance initiating and countering guard break. If you are guard broken your full block is slowed down, so you will still be able to block light but not have time to block heavy attacks - only parry them. Parries are balanced too, so no free damage, just a shift in initiative.
Very good addition man!
The basic principle I like is that defence is defence and only offence leads to damage. Defence can shift initiative nothing else.
http://forums.ubi.com/showthread.php...or-Honor/page3
If you base your statement on fights from shows, movies or combat sports then kudos to you go back to your fantasy world and stop with this nonsense. Most of heroes holds their weapon in a way that allows quite safe guard breaking.Originally Posted by ARC-N11_ordo Go to original post
Actually I base my statements off of 15 years of martial arts training, 3 black belts, and only 5 fights lost in those years. I drew the comparison to shows and movies in the hopes that it would be more easily relatable to the hundreds of thousands of people with out that experience who play this "fantasy" game. If all you can think to do in response to my post is discredit me then you may as well just not post. I asked for constructive feedback, not a pissing match.Originally Posted by SiewcaRaka Go to original post
The Problem with guard break system is that its abused and spammed to repetively. (stating the obvious yes) but the bigger problem is how easy it is to combo it off light attacks and chains. Guard break was put in for the simple reason of breaking up the defense of an enemy leading into a being thrown off the ledge. giving a free attack. or working ur way behind the player to again give an opening to attack. with no way to effectively counter it. ( ive spammed x countless times I play on the xbox one) and no counter is ever initiated.
My suggestions to fix this. Guard break should be its own Indvidual attack. it should not be combod off light or heavy attacks or attack chains period. this in turn prevents spamming. the counter for guard break should have at most a 5 to 6 second window of oppertunerity to effectively counter it. therefor if the 5 or 6 seconds pass and the player hasn't payed attention then its obvious the player made a mistake. a simple and easy fix right there